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Quaked Dimension

Sat, 16 Aug 2008 19:34:33

Alex-bomber_Man

Here is my vavoom based project, started more then 2 years ago and restarted a few times after that. Quaked Dimension is a hybrid of Quake 1,2 and Unreal 1 by style, but all the graphical resources are my. i and only i made them, as well as maps and coding. I would like to hear something about that <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> webfile.ru/2156112
Sat, 16 Aug 2008 20:17:26

Crimson Wizard

I like the intro. Nice cameras, mirror effects. Game looks raw yet though.
Sun, 17 Aug 2008 16:58:05

Janis Legzdinsh

So far looks good.
Sun, 17 Aug 2008 18:54:41

Karnizero

Wow, i have still not played, but the intro is the best of the intros i never see... Wait for my feedback when i try this... Good work, man. P.D. I think Crimson Wizard, Firebrand and me, need you for some modeling work (check kdivm forum, please) <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->
Sun, 17 Aug 2008 22:20:10

Firebrand

Looks good! I really like the work you made with models, but I don't know if some textures are plain black or are missing? IMO that doesn't looks very good. Lastly, I found a problem with one of the polyobject doors near the beginning of the game <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Nice work so far, I expect to see more in the near future.
Mon, 18 Aug 2008 14:02:10

Karnizero

Ok, here you can see my feedback video. You can see misc game fotage, but also some issues i found. Take a look: (10 Mins, 35 secs, with two songs, no ingame sounds). [url:7ovnmb7p]http://www.youtube.com/watch?v=caBc8eWtQVA Playing using Vavoom 1.28 Nice modeling work <!-- s:-) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":-)" title="Smile" /><!-- s:-) -->
Sat, 17 Jan 2009 15:25:10

Alex-bomber_Man

I'm sorry but i had some reasons to make a multiplayer only project from QD. Now it is DDM (or QDM) for GZDoom. But if somebody wants - i can make a version for vavoom too! I think that will be interesting. Some screens from there: DM01 nailgun lake <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> : [img:3gqdkqhy]http://img220.imageshack.us/img220/2209/screenshotdoom200901171tm1.th.jpg[/img:3gqdkqhy] an assault rifle (and some of smoke from it in the air): [img:3gqdkqhy]http://img220.imageshack.us/img220/9756/screenshotdoom200901171fg7.th.jpg[/img:3gqdkqhy] Rocket launcher alter fire mode - homing missile. But you have to get a target on your crosshair first: [img:3gqdkqhy]http://img184.imageshack.us/img184/4792/screenshotdoom200901171ch7.th.jpg[/img:3gqdkqhy] And ofcourse a rocket counter on the backscreen: [img:3gqdkqhy]http://img299.imageshack.us/img299/8506/screenshotdoom200901171nr7.th.jpg[/img:3gqdkqhy] grenadelauncher and explosion: [img:3gqdkqhy]http://img299.imageshack.us/img299/2779/screenshotdoom200901171wt7.th.jpg[/img:3gqdkqhy] DM02 blaster flashlite <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Useful on some of the maps: [img:3gqdkqhy]http://img184.imageshack.us/img184/117/screenshotdoom200901171fn1.th.jpg[/img:3gqdkqhy] blaster fire: [img:3gqdkqhy]http://img522.imageshack.us/img522/6486/screenshotdoom200901171nv8.th.jpg[/img:3gqdkqhy] Teleport station effect: [img:3gqdkqhy]http://img520.imageshack.us/img520/2738/screenshotdoom200901171dv6.th.jpg[/img:3gqdkqhy] a single screen from dm: [img:3gqdkqhy]http://img520.imageshack.us/img520/9039/screenshotdoom200901171ca1.th.jpg[/img:3gqdkqhy] teleportation/spawn effect: [img:3gqdkqhy]http://img255.imageshack.us/img255/7038/screenshotdoom200901171gu8.th.jpg[/img:3gqdkqhy] DM03 skylight in the grotto: [img:3gqdkqhy]http://img255.imageshack.us/img255/737/screenshotdoom200901171pb0.th.jpg[/img:3gqdkqhy] tomb of lava: [img:3gqdkqhy]http://img413.imageshack.us/img413/8237/screenshotdoom200901171sf9.th.jpg[/img:3gqdkqhy] nailgun: [img:3gqdkqhy]http://img186.imageshack.us/img186/5226/screenshotdoom200901171xl2.th.jpg[/img:3gqdkqhy] nailgun in action: [img:3gqdkqhy]http://img255.imageshack.us/img255/7025/screenshotdoom200901171li5.th.jpg[/img:3gqdkqhy] just some crates and a shard: [img:3gqdkqhy]http://img262.imageshack.us/img262/4813/screenshotdoom200901171ak4.th.jpg[/img:3gqdkqhy] reloading shotgun: [img:3gqdkqhy]http://img262.imageshack.us/img262/6551/screenshotdoom200901171op1.th.jpg[/img:3gqdkqhy] new-style blood effects: [img:3gqdkqhy]http://img509.imageshack.us/img509/7498/screenshotdoom200901171nf8.th.jpg[/img:3gqdkqhy] I understand that i could not save some effects like blood on walls for Vavoom version, but i still ask: do we need it? As for singleplayer: i will make it in another project in the same world and style <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. For vavoom - if it will be enough optimized to work with open spaces.
Sat, 17 Jan 2009 20:20:41

Karnizero

I *love* your models <!-- s:-) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":-)" title="Smile" /><!-- s:-) --> Sounds interesting to have version for Vavoom. But i have a tip: if you made that blood a bit transparent, probably will look more realistic.
Sat, 17 Jan 2009 22:30:48

Firebrand

Looks cool! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, it would be nice to have a version for Vavoom, I don't know, but maybe it works fine already? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Sun, 18 Jan 2009 01:38:09

Karnizero

[quote="Firebrand":3l2h08mo]Looks cool! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, it would be nice to have a version for Vavoom, I don't know, but maybe it works fine already? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Would work fine except for the dynamic lights and 3D Floors. And probably some other minor issues, such as some MAPINFO sintax diferences, model definitions and some other. Some maps i tested from GzDoom to Vavoom gave me certain errors, but nothing realy serious.
Sun, 18 Jan 2009 13:31:01

Alex-bomber_Man

Well, i'll remake it to vavoom after finishing GZDoom version. It would be nice if Janis add decals in vavoom.
Sun, 25 Jan 2009 14:58:57

Karnizero

Is it possible to download something, so we can enjoy it? If not, can you provide us a preview video?
Sun, 25 Jan 2009 18:00:05

Firebrand

[quote="Karnizero":1uponxan]If not, can you provide us a preview video? That would be cool! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 26 Jan 2009 23:25:15

Alex-bomber_Man

No, i cant do that now, but a can give you linx to gzdoom version very soon.. tomorrow may be =)
Tue, 27 Jan 2009 13:30:04

Alex-bomber_Man

Here you are a few new screenshots from qddm04: slime cathedral [img:2pe8asyb]http://img84.imageshack.us/img84/415/screenshotdoom200901271ub7.th.jpg[/img:2pe8asyb] [img:2pe8asyb]http://img299.imageshack.us/img299/8697/screenshotdoom200901271dg9.th.jpg[/img:2pe8asyb] [img:2pe8asyb]http://img172.imageshack.us/img172/7321/screenshotdoom200901271cv6.th.jpg[/img:2pe8asyb] [img:2pe8asyb]http://img299.imageshack.us/img299/6453/screenshotdoom200901271ii9.th.jpg[/img:2pe8asyb] [img:2pe8asyb]http://img172.imageshack.us/img172/5318/screenshotdoom200901271li2.th.jpg[/img:2pe8asyb] [img:2pe8asyb]http://img172.imageshack.us/img172/8308/screenshotdoom200901271kz9.th.jpg[/img:2pe8asyb] and here are linx to files, as promised: <!-- m --><a class="postlink" href="http://depositfiles.com/files/7hjerau3v">http://depositfiles.com/files/7hjerau3v</a><!-- m --> - main resource pack <!-- m --><a class="postlink" href="http://depositfiles.com/files/90gd0537s">http://depositfiles.com/files/90gd0537s</a><!-- m --> - hires texture pack, very recomended (only 5 vb - thats not much <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> ) <!-- m --><a class="postlink" href="http://depositfiles.com/files/bkckeiea4">http://depositfiles.com/files/bkckeiea4</a><!-- m --> - quicklaunch bats and a short networking guide To play all that you will need a GZDoom 1.1.06 that can be found on drdteam.org, vavoom version will appear a little bit later. Happy Fragging!
Fri, 30 Jan 2009 21:38:20

Karnizero

[quote="Alex-bomber_Man":1hqsonso]Here you are a few new screenshots from qddm04: slime cathedral [...] Slime Cathedral?? I saw the screenies, but i couldnt figure out why you name "Slime Cathedral" <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> Nah, nice map. Im downloading, and wil test it... on Vavoom 1.29. Do you think it will work decently? I will test and check you feedback, and maybe record a video for you, and upload at youtube. [EDIT] Ok, i tested on: 1.- Vavoom 1.29: barely playable. Models are not shown. The weapons does not hit where the crosshair is pointing to. The weapon 8 does not works (actually it is unselectable) 2.- GzDoom: Looks nice. The models are cute... Very good job man <!-- s:-) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":-)" title="Smile" /><!-- s:-) --> But i have some "issues" i didnt like much, or i would change: a) The Blaster (weapon 1): it is nice for me, but i dunno what secondary attack is for, on this weapon. I like the "load time" bar on the weapon (up the letters) b) The Shotgun (weap. 3): i think it reloads too fast. I think it would be more balanced if it reloads a bit slower. c) Machinegun (weap. 4): i think it makes too much damage per bullet. I can "gib" some zombies with a single bullet. At the actual fire-rate, i can kill a Cyberdemon (4000 Health Points) in little time. I think it also would need a bit more amount of bullets per round. It has only 25 (i think), and the fire rate is way fast for that little amount. Recducing the damage for each bullet, and the max amount of bullets each round would be nice, for example, 35 or 40. d) Nailgun (weap. 5): another pretty model, with another pretty skin, and pretty sound. BUT i think if you want to make an high damage fast-firing-rate weapon, then you should reduce the amount of nails per round, or make the weapon to fire a bit slower. e) Grenade Launcher (weap. 6): i think almost perfect. i found nothing changeable <!-- s:-) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":-)" title="Smile" /><!-- s:-) --> f) Rocket Launcher (weap. 7): nice weapon again. And nice skin too. I love it, really. BUT i dunno what secondary attack does exactly. I deduce, by the "Launcher HUD" that it shoots homing rockets, but im not sure (i only played agains normal monsters) g) Plasma Rifle (weap. <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->: pretty good one. BUT i would change the secondary and primary assignment. The actual assignment is primary fire for "hard pulses" (25 cells each shot) and secondary attack for "plasma balls" (1 cell each). I think the "plasma balls" will be more used as "hard pulses". Other than those small issues, i think it will be a cool mod... when releases the Vavoom version <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) -->
Fri, 30 Jan 2009 23:53:09

Alex-bomber_Man

well, from your words 3, 4 and 5 are too powerfull. but! you tested that on single. this mode is need especialy for multiplayer, all the weapons are balanced only for that. to play with bots on gzdoom you need to run it with one of included bat files, they are qddm01 practice and so on. them print in console addbot <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> they are stupid but enough to test the mod. i wont change the weapon dynamics, sorry. wait for vavoom version)
Sat, 28 Feb 2009 13:40:38

Alex-bomber_Man

me against <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Here are some shots from map05: Outer Base [img:3s1pt313]http://img16.imageshack.us/img16/2910/screenshotdoom200902281.th.jpg[/img:3s1pt313] [img:3s1pt313]http://img410.imageshack.us/img410/2910/screenshotdoom200902281.th.jpg[/img:3s1pt313] [img:3s1pt313]http://img410.imageshack.us/img410/9200/screenshotdoom200902281a.th.jpg[/img:3s1pt313] so the only one map left till starting lets say Vavoomization process <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Mon, 09 Mar 2009 22:04:03

Alex-bomber_Man

while porting QDM to Vavoom, i've started the single player project with a similar idea and design. Trium, ill post here some screens from it: [img:ifr7aang]http://www.postimage.org/aV1cD8Si.jpg[/img:ifr7aang] [img:ifr7aang]http://www.postimage.org/Pq1f0cei.jpg[/img:ifr7aang] [img:ifr7aang]http://www.postimage.org/Pq1f0mcS.jpg[/img:ifr7aang] [img:ifr7aang]http://www.postimage.org/Pq1f0Ga0.jpg[/img:ifr7aang] [img:ifr7aang]http://www.postimage.org/Pq1f1vy0.jpg[/img:ifr7aang] [img:ifr7aang]http://www.postimage.org/Pq1f1D1r.jpg[/img:ifr7aang] The project will need some vavoom C programming help, for creating Soldier Of Fortune-style weapon system. if there are any ideas for that - ill be glad =)
Mon, 09 Mar 2009 22:32:48

Crimson Wizard

[quote="Alex-bomber_Man":1vkob4f3]The project will need some vavoom C programming help, for creating Soldier Of Fortune-style weapon system. if there are any ideas for that - ill be glad =) And what is this " Soldier Of Fortune-style weapon system"?
Tue, 10 Mar 2009 08:49:44

Alex-bomber_Man

Oh, ill tell you, just contact me via icq please <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> 367483992

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